When it comes to number 2: counting the cards in the deck, what we do is rotate the deck sections 90degrees. So the top cards A will be upright, deck B cards (minions) will be turned sideways, and deck cards C (Lair entrance)will be upside down. And that's how we lay them out on the table too!
Fantastic video! I think that the "build the dungeon" tip kinda breaks the inmersion in the game, but I totally understand the utility of the tip and I had tought about it on my games, and never fully used, but maybe I will start to count the tiles XD (sorry about my english)
Thanks for the video! I totally missed there was a "reveal 4 rooms for 1 torch step" free action in this game. This make things waaay easier, since you can place so many cards at once. And btw: nicely painted minis! Good work!
Ive also essentially stumbled on all of these myself in the first few playthroughs of the game, and im starting to think i might change the rules a bit to make the game a bit more challenging. I think i might try the following: 1. Always have the 4 rooms discovered at the start and the torch 1 down the track before the 1st person does anything. I believe this is objectively the best move and for new players to not realise it probably just makes it a bit frustrating for the experienced players if the new players do anything else. 2. When you then go to place rooms 5 to X (depending on how many corridors appeared on the first 4 rooms) then take that many rooms + 3, shuffle them, and then place them out and out the remaining ones back on top of the rooms deck. That way you can't count the rooms to know which ones are/arent minions already, so it will make you feel like you have to explore in multiple directions. Because let's face it, if youve won 15 games in a row, that means the game is too easy as it stands currently, so making you have to explore in multiple directions both increases that difficulty and also increases the immersion of the theme (since if you were actually delving deep into a dungeon you wouldnt know that the minions + boss were in direction A just because you were moving to direction A). 3. Forcing you to enter the boss's lair at least once and attack it before luring it away. In my second time playing the game i used the "Enter The Boss's Lair" free action to initiate the boss, but I never moved my hero into the boss' lair (since if you read the rules closely you dont have to do that, and in some cases you wont even be able to if your movement speed was used up getting to the lair door card). So i then just immediately taunted the boss to bring them out of the lair and then used the horn to move them around the map to the altars. I then just killed them in the middle of the map rather than ever stepping foot in the boss's lair. Which feels like a bit of a weird flavour fail to me, if i went into a dungeon, opened the door and then immediately started calling the boss profanities from outside the door rather than ever going inside to face them haha 😅
Oh i like second idea, so randomize the rest of the dungeon to make it a little more like you are actually exploring than just building a dungeon to how to like it! haha yes I like the idea that you have to attack the boss at least once. Because I do the exact last thing I just open the door and then run away and taunt him! I hardly ever actually go into the dungeon. Which is really lack luster when it comes to the lore and the extra abilities while in the dungeon.
@@BoardGameOfficer yeah I'm going to try it out a few times this week and see if I find it more fun and just challenging enough (don't want it toooo challenging either haha 😅). Yeah, I actually found the design of the altar system curious at first because while I understood that it added a bit more complexity to the game it definitely seemed off-theme haha (as far as I'm aware most dungeon crawler/RPGs have you face off with the bosses in their lair rather than taunting them and having them chase you around the rest of the dungeon 😅 ). Thanks again for the videos though, I definitely found them useful :)
This is a good tutorial for new players. You kind of learn these things as you get many game sessions under your belt. The biggest thing is understanding that you control the dungeon build. Therefore you have some control over where minions and the lair spawn. Also, keep in mind, playing with potions & perils, each player is only allowed a max of 2 potions. Still help quite a bit, but holding them till the end isn't the best strategy as potion goblins will resurface in the goblin deck as you play. Doesn't hurt to use them during minion fights. The trap with a 6 skill check is a great power up room. Moving through there gives you a chance to rebuild focus and health and doesn't stop movement or require a heroic action (unless you disarm it).
Ya, these are things that you have to learn the hard way, but it is good to know if you are just starting out. And yes you are correct with the potions, you don't want to waste potion just because you don't have any where to put it. Usually we have been able to wait til the end without wasting one or if we see a mixy come out and we are full then we will use one that so make room before we kill mixy. But yes that is something to definitely keep in mind! Especially for the magic characters going through a trap can be beneficial to get some focus back. So I agree that at times that can be very beneficial.
I've been watching videos about the game trying to find the fun, because it doesn't seem to make much sense at all times for the players to be worried about the torch and skipping 70% of the rooms so they don't lose. I made up a rule where the torch only goes down if I pick up an equipment/spell or if I take damage, it needs some improvement and i know, it's not really the best way to play, but EVERY time the torch goes down, even if you just rested, it takes the fun out of the game
Hmm, I'm not sure I understand this one personally. I haven't played too many games, but I feel like I've only been at risk of the torch running out maybe 3 times, and each of those times have been due to getting a bit unlucky with the last rooms being revealed within the potential-minion portion of the deck are both the minions. I think you want that tension of the torch running down, and I think if you're resting without the torch going down then the game will be an absolute breeze. I guess if you're finding the game too hard then maybe it will improve your enjoyment, but doesn't it make it too easy to just heal up to full health and focus essentially for free (if the torch doesn't move down then it essentially makes resting a free action).
Question: when you reveal the 4 cards because of the Explore free action, and a goblin card gets revealed, do you have to place the goblin there? Or you just place them when you enter that card?
You place the goblin when the room is revealed. But since you are not on the tile when it gets revealed you do not have to take the 1 damage for revealing it.
Cool video! Thanks! You explain it clearly. Who hero can you please recommend to play with? Any useful character that he / she need to be in the game every time! Can we add the extra characters from the Stories expansion into the base game without all the other tiles etc or we "cheat"?
So I have actually made a video on all of the heroes as well. But the main thing is as long as you have at least 1 melee hero you are pretty good. Think one of the strongest hero is zazili. The stories expansion heroes are not necessarily stronger, so you can play with those heroes and not worry about ‘cheating’!
Yes it is a negative thing and That is resolved immediately upon revealing the potion. Then you may give it to who ever and they can use it as a free action anytime in the future on their turn.
@@BoardGameOfficer thanks for your Quick answer. But sometime the it's bad look like worst than the good effect can do. So i don't know if potion are really a good things at the and
@@sebleshah9712 they definitely can be pretty brutal if getting the wrong one at the wrong time. But they have definitely saved the game for me as well! So there is definitely a trade off when it comes to the potions for sure!
Question! Only bought the game yesterday 😂 played once with my son and lost to the Hydra. Suuuuuper dead. Lol So... I don't not see the benefit in only having 2 heros. It clearly seems to be more helpful to have more heros. Why am I wrong? What am I missing?🤔
Ya many people say that at 2 players it is the hardest. However, the down side to more players is that it takes longer for all the heroes to get the loot that they need. Also, the game takes A LOT longer with more heroes as well. Honestly, 2 player is my favorite way to play.
No you are right, that is not a bad way, but if you do that though you just have to be careful because the goblins will build up fast and the time will go by fast. For that reason, if you watch my video on best and worst heroes. I don’t like the ones without much attack, I have won with them but they are much more difficult to win with.
Awesome video. But sadly, the tips are so optimized that it is almost like a bug report. Hopefully they will have a rule update that can fix some of these problems. The big one is definitely dungeon planning. A player shouldn't have to plan like that just to get the 2 altars closed to the boss layer. And almost half the deck is permanently face down and never be opened, if player by this optimal way. Perhaps instead of building the dungeon as it goes, all dungeon cards should be placed face down right from the start, at the sharp that the players pre-determined. So the players cannot "build" a dungeon, but have to make due with the dungeon layout already set. The second problem is the boss fights. You are right that this is the optimal strategy against any boss. Do a big nuke in the start, taunt him out to alter, nuke again, taunt him to second alter, nuke to the end. The way the game is designed, no one fight inside the boss room. By its very design, players must lure the boss out to the alters. I feel a whole section of the game play mechanic was removed from the game and never used, because the boss room are only used in 1 player's turn one time, that's it. An idea is to change the room that the boss is at current into the boss room by default. So if a boss walks into a room with 2 players, both players are forced into the boss room mat.
Ya, the build the dungeon vs explore the dungeon is definitely a different concept. I can see how that can be difficult for people. I actually kind of like it because it gives a different strategy for a dungeon crawler, but definitely isn’t for everyone. Ya, it can be so beneficial to be in the boss layer but so many turns and focus could be wasted just to do so. Yea, you can have the last alter room act as a portal back to the layer or something. Also, another ‘house rule’ could be to give them an extra health per alter token needed and just do a full battle in the dungeon. Definitely, not a perfect dungeon crawler! But for the size and price, it’s not too bad!
Ya depending on how you look at it. I actually really like it just because it feels that I am strategizing and I like to strategize. But I can definitely see how it can feel like it takes away randomness!
I wonder how different the game would play if you just grabbed the amount of dungeon cards required and just shuffled them up and started playing. Imagine finding the dungeon lair in your first 3 cards lol
I have noticed that too! I don’t know why I always feel I need to clarify myself even though I just said haha that is something I will definitely work on!! Thanks! :)
When it comes to number 2: counting the cards in the deck, what we do is rotate the deck sections 90degrees. So the top cards A will be upright, deck B cards (minions) will be turned sideways, and deck cards C (Lair entrance)will be upside down.
And that's how we lay them out on the table too!
Oh I like that! That takes the actual counting out of it!
Fantastic video! I think that the "build the dungeon" tip kinda breaks the inmersion in the game, but I totally understand the utility of the tip and I had tought about it on my games, and never fully used, but maybe I will start to count the tiles XD (sorry about my english)
Thanks! Ya it definitely take the "exploration" part out of the game. But it defintely helps to win! haha
Thanks for the video! I totally missed there was a "reveal 4 rooms for 1 torch step" free action in this game. This make things waaay easier, since you can place so many cards at once. And btw: nicely painted minis! Good work!
Thanks!! And ya it took me a while till I realized that free action as well and it makes a huge difference I think!
😂 - can’t believe I never did this!
Ive also essentially stumbled on all of these myself in the first few playthroughs of the game, and im starting to think i might change the rules a bit to make the game a bit more challenging. I think i might try the following:
1. Always have the 4 rooms discovered at the start and the torch 1 down the track before the 1st person does anything. I believe this is objectively the best move and for new players to not realise it probably just makes it a bit frustrating for the experienced players if the new players do anything else.
2. When you then go to place rooms 5 to X (depending on how many corridors appeared on the first 4 rooms) then take that many rooms + 3, shuffle them, and then place them out and out the remaining ones back on top of the rooms deck. That way you can't count the rooms to know which ones are/arent minions already, so it will make you feel like you have to explore in multiple directions. Because let's face it, if youve won 15 games in a row, that means the game is too easy as it stands currently, so making you have to explore in multiple directions both increases that difficulty and also increases the immersion of the theme (since if you were actually delving deep into a dungeon you wouldnt know that the minions + boss were in direction A just because you were moving to direction A).
3. Forcing you to enter the boss's lair at least once and attack it before luring it away. In my second time playing the game i used the "Enter The Boss's Lair" free action to initiate the boss, but I never moved my hero into the boss' lair (since if you read the rules closely you dont have to do that, and in some cases you wont even be able to if your movement speed was used up getting to the lair door card). So i then just immediately taunted the boss to bring them out of the lair and then used the horn to move them around the map to the altars. I then just killed them in the middle of the map rather than ever stepping foot in the boss's lair. Which feels like a bit of a weird flavour fail to me, if i went into a dungeon, opened the door and then immediately started calling the boss profanities from outside the door rather than ever going inside to face them haha 😅
Oh i like second idea, so randomize the rest of the dungeon to make it a little more like you are actually exploring than just building a dungeon to how to like it! haha
yes I like the idea that you have to attack the boss at least once. Because I do the exact last thing I just open the door and then run away and taunt him! I hardly ever actually go into the dungeon. Which is really lack luster when it comes to the lore and the extra abilities while in the dungeon.
@@BoardGameOfficer yeah I'm going to try it out a few times this week and see if I find it more fun and just challenging enough (don't want it toooo challenging either haha 😅).
Yeah, I actually found the design of the altar system curious at first because while I understood that it added a bit more complexity to the game it definitely seemed off-theme haha (as far as I'm aware most dungeon crawler/RPGs have you face off with the bosses in their lair rather than taunting them and having them chase you around the rest of the dungeon 😅 ).
Thanks again for the videos though, I definitely found them useful :)
@@moocowp4970 I’m glad that it was helpful!! And let me know how it goes with that!!
Strong and smart tips. Great guide. Thanks.
Thanks! I hope they help!
Great video mate.
Thanks!!
This is a good tutorial for new players. You kind of learn these things as you get many game sessions under your belt. The biggest thing is understanding that you control the dungeon build. Therefore you have some control over where minions and the lair spawn.
Also, keep in mind, playing with potions & perils, each player is only allowed a max of 2 potions. Still help quite a bit, but holding them till the end isn't the best strategy as potion goblins will resurface in the goblin deck as you play. Doesn't hurt to use them during minion fights.
The trap with a 6 skill check is a great power up room. Moving through there gives you a chance to rebuild focus and health and doesn't stop movement or require a heroic action (unless you disarm it).
Ya, these are things that you have to learn the hard way, but it is good to know if you are just starting out.
And yes you are correct with the potions, you don't want to waste potion just because you don't have any where to put it. Usually we have been able to wait til the end without wasting one or if we see a mixy come out and we are full then we will use one that so make room before we kill mixy. But yes that is something to definitely keep in mind!
Especially for the magic characters going through a trap can be beneficial to get some focus back. So I agree that at times that can be very beneficial.
I've been watching videos about the game trying to find the fun, because it doesn't seem to make much sense at all times for the players to be worried about the torch and skipping 70% of the rooms so they don't lose. I made up a rule where the torch only goes down if I pick up an equipment/spell or if I take damage, it needs some improvement and i know, it's not really the best way to play, but EVERY time the torch goes down, even if you just rested, it takes the fun out of the game
Oh those are some good ideas!! And that’s one thing I believe that ‘cheating’ is really just making the game more fun!
Hmm, I'm not sure I understand this one personally. I haven't played too many games, but I feel like I've only been at risk of the torch running out maybe 3 times, and each of those times have been due to getting a bit unlucky with the last rooms being revealed within the potential-minion portion of the deck are both the minions. I think you want that tension of the torch running down, and I think if you're resting without the torch going down then the game will be an absolute breeze. I guess if you're finding the game too hard then maybe it will improve your enjoyment, but doesn't it make it too easy to just heal up to full health and focus essentially for free (if the torch doesn't move down then it essentially makes resting a free action).
Question: when you reveal the 4 cards because of the Explore free action, and a goblin card gets revealed, do you have to place the goblin there? Or you just place them when you enter that card?
You place the goblin when the room is revealed. But since you are not on the tile when it gets revealed you do not have to take the 1 damage for revealing it.
Man! You are a fucking Pro! I'm so glad I watched this video. I just started my first game and I already use the four-door tip so thank you!
Thanks! I hope they all help! And ya the four door trick is super handy, I do it every time!!
Cool video! Thanks! You explain it clearly. Who hero can you please recommend to play with? Any useful character that he / she need to be in the game every time! Can we add the extra characters from the Stories expansion into the base game without all the other tiles etc or we "cheat"?
So I have actually made a video on all of the heroes as well. But the main thing is as long as you have at least 1 melee hero you are pretty good. Think one of the strongest hero is zazili. The stories expansion heroes are not necessarily stronger, so you can play with those heroes and not worry about ‘cheating’!
Who is the Best and Worst Characters in Tiny Epic Dungeons!?
ruclips.net/video/aZxi9l4f2fk/видео.html
@@BoardGameOfficer Thank you!
I don't understand what the symbols at the top of the potion card meaning.
It's look like bad thing, but when we do it ?
Yes it is a negative thing and That is resolved immediately upon revealing the potion. Then you may give it to who ever and they can use it as a free action anytime in the future on their turn.
@@BoardGameOfficer thanks for your Quick answer.
But sometime the it's bad look like worst than the good effect can do.
So i don't know if potion are really a good things at the and
@@sebleshah9712 they definitely can be pretty brutal if getting the wrong one at the wrong time. But they have definitely saved the game for me as well! So there is definitely a trade off when it comes to the potions for sure!
Question!
Only bought the game yesterday 😂 played once with my son and lost to the Hydra. Suuuuuper dead. Lol
So... I don't not see the benefit in only having 2 heros.
It clearly seems to be more helpful to have more heros.
Why am I wrong? What am I missing?🤔
Ya many people say that at 2 players it is the hardest. However, the down side to more players is that it takes longer for all the heroes to get the loot that they need. Also, the game takes A LOT longer with more heroes as well.
Honestly, 2 player is my favorite way to play.
I thought disarming traps is a decent way to obtain the loot and spells. Specially, if your hero doesn't have such ability. Am I wrong?
No you are right, that is not a bad way, but if you do that though you just have to be careful because the goblins will build up fast and the time will go by fast. For that reason, if you watch my video on best and worst heroes. I don’t like the ones without much attack, I have won with them but they are much more difficult to win with.
Awesome video. But sadly, the tips are so optimized that it is almost like a bug report. Hopefully they will have a rule update that can fix some of these problems.
The big one is definitely dungeon planning. A player shouldn't have to plan like that just to get the 2 altars closed to the boss layer. And almost half the deck is permanently face down and never be opened, if player by this optimal way. Perhaps instead of building the dungeon as it goes, all dungeon cards should be placed face down right from the start, at the sharp that the players pre-determined. So the players cannot "build" a dungeon, but have to make due with the dungeon layout already set.
The second problem is the boss fights. You are right that this is the optimal strategy against any boss. Do a big nuke in the start, taunt him out to alter, nuke again, taunt him to second alter, nuke to the end. The way the game is designed, no one fight inside the boss room. By its very design, players must lure the boss out to the alters. I feel a whole section of the game play mechanic was removed from the game and never used, because the boss room are only used in 1 player's turn one time, that's it. An idea is to change the room that the boss is at current into the boss room by default. So if a boss walks into a room with 2 players, both players are forced into the boss room mat.
Ya, the build the dungeon vs explore the dungeon is definitely a different concept. I can see how that can be difficult for people. I actually kind of like it because it gives a different strategy for a dungeon crawler, but definitely isn’t for everyone.
Ya, it can be so beneficial to be in the boss layer but so many turns and focus could be wasted just to do so. Yea, you can have the last alter room act as a portal back to the layer or something. Also, another ‘house rule’ could be to give them an extra health per alter token needed and just do a full battle in the dungeon.
Definitely, not a perfect dungeon crawler! But for the size and price, it’s not too bad!
Hey! Great video! But it's kinda sad that the "optimal" way to play is to ignore the specifics of each room...
I mean, what I really wished is that the optimal play involved how to use the strengths of each room for each moment/boss/dungeon layout
Yea I get what you mean, as I play sometimes I forget they are even there. Which is really sad. It’s a cool mechanic, just not very usable.
Thanks for the advices!, I just bought the game recently and I didn't won a session yet! 😂
Ya it can be hard if you don’t have the right tactics!!!
Sounds like counting cards might take the randomness, thus the fun, out of the game. I know it's not 100% but still
Ya depending on how you look at it. I actually really like it just because it feels that I am strategizing and I like to strategize. But I can definitely see how it can feel like it takes away randomness!
I wonder how different the game would play if you just grabbed the amount of dungeon cards required and just shuffled them up and started playing. Imagine finding the dungeon lair in your first 3 cards lol
Hahaha now I really want to try that! That would be intense!
When you play enough, eventually you do throw that in as a house rule!
I was thinking the same! Maybe I will try that rule, and use a lot of the "reveal tiles" in order to discover without activating the enemies...
What's the fun in winning every time?
The feeling of being awesome! 😜
These are good points but dude you need to stop repeating yourself. You say the same thing soooo many times
I have noticed that too! I don’t know why I always feel I need to clarify myself even though I just said haha that is something I will definitely work on!! Thanks! :)